Matter.js 禁用不同复合材料之间的碰撞

Matter.js disable collision between different composites

我正在尝试使用 "Matter.js body documentation" 中描述的碰撞过滤。但是,对于我的项目,我需要禁用不同复合对象之间的碰撞。所以只有在同一个复合体中的物体才会发生碰撞。我计划拥有超过 32 个复合材料(32 是 Matter.js 提供的最大碰撞类别数量)。我将如何实现这一目标?

// module aliases
var Engine = Matter.Engine,
    Render = Matter.Render,
    World = Matter.World,
    Bodies = Matter.Bodies,
    Body = Matter.Body,
    Vector = Matter.Vector,
    Composite = Matter.Composite,
    Constraint = Matter.Constraint,
    MouseConstraint = Matter.MouseConstraint;

// create an engine
var engine = Engine.create();

// create a renderer
var container = document.getElementById("container");
var canvas = document.getElementById("maincanvas");

var render = Render.create({
    element: container,
    canvas: canvas,
    engine: engine,
    options: {
        height: 400,
        width: 400,
        wireframes: false
    }
});

// This makes collision much easier to test
engine.world.gravity = {x:0, y:0};

// Add a mouseconstraint to test
var mc = MouseConstraint.create(engine, {
    element: render.canvas
});
Composite.add(engine.world, mc);

var bodies1 = []
var bodies2 = []
var xpos = 30
var ypos = 30
for (var i = 0; i < 5; i++){
    bodies1.push(Bodies.circle(xpos, ypos, 10, {
        collisionFilter: {
            group:-1
        },
        render: {
            fillStyle: "blue"
        }
    })
    );
    xpos += 30;
}
for (var i = 0; i < 5; i++){
    bodies2.push(Bodies.circle(xpos, ypos, 10, {
        collisionFilter: {
            group:-1
        },
        render: {
            fillStyle: "red"
        }
    })
    );
    xpos += 30;
}

var composite1 = Composite.create();
Composite.add(composite1, bodies1);
var composite2 = Composite.create();
Composite.add(composite2, bodies2);

Composite.add(engine.world, [composite1, composite2]);

Engine.run(engine);
Render.run(render);

这样我就可以禁用复合材料之间的碰撞,但这也会禁用碰撞 'inside' 复合材料。我可以用 collisionFilter.category 系统做到这一点,但它如何处理超过 32 个复合材料?

不支持复合级别的碰撞过滤,您需要在主体级别进行处理。为了使其更易于管理,只需创建一些复合辅助函数,例如compositeSetCollisionFilter(composite, filter) 并遍历 Composite.allBodies(composite).

关于32个类别的限制,这是由于bitwise implementation (for performance supposedly, though I doubt it matters much in reality). I've raised an issue on the project about reconsidering this

如果您将 Matter.Detector.canCollide(filterA, filterB) 替换为您自己的可以比较两个 body.collisionFilter 对象的函数,那么现在有一种方法可以获得更多。有了这个,您可以为 body.collisionFilter 个对象使用任何您喜欢的方案。